CASTING PSYCHIC POWERS

 

Whether a psychic power is arcane/innate or mystical, and whether a character prepares psychic powers in advance or chooses them on the spot, casting a psychic power works the same way.

 

CHOOSING A PSYCHIC POWER

First you must choose which psychic power to cast. If you’re a Mystic Psyker or an Arcane Psyker you select the psychic power from among psychic powers prepared earlier in the day and not yet cast.

If you’re an innate psyker, you can select any psychic power you know, provided you are capable of casting psychic powers of that level or higher.

To cast a psychic power, you must be able to speak (if the psychic power has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must concentrate to cast a psychic power.

If a psychic power has multiple versions, you choose which version to use when you cast it. You don’t have to prepare (or learn, in the case of an innate psyker) a specific version of the psychic power.

Once you’ve cast a prepared psychic power, you can’t cast it again until you prepare it again. (If you’ve prepared multiple copies of a single psychic power, you can cast each copy once.) If you’re an innate psyker, casting a psychic power counts against your daily limit for psychic powers of that power level, but you can cast the same psychic power again if you haven’t reached your limit.

 

CONCENTRATION

To cast a psychic power, you must concentrate. If something interrupts your concentration while you’re casting, you must make a Concentration check or lose the psychic power. The more distracting the interruption and the higher the level of the psychic power you are trying to cast, the higher the DC is. If you fail the check, you lose the psychic power just as if you had cast it to no effect.

 

Injury: If while trying to cast a psychic power you take damage, you must make a Concentration check (DC 10 + points of damage taken + the level of the psychic power you’re casting). If you fail the check, you lose the psychic power without effect. The interrupting event strikes during psychic powercasting if it comes between when you start and when you complete a psychic power (for a psychic power with a casting time of 1 full round or more) or if it comes in response to your casting the psychic power (such as an attack of opportunity provoked by the psychic power or a contingent attack, such as a readied action).

If you are taking continuous damage half the damage is considered to take place while you are casting a psychic power. You must make a Concentration check (DC 10 + 1/2 the damage that the continuous source last dealt + the level of the psychic power you’re casting). If the last damage dealt was the last damage that the effect could deal then the damage is over, and it does not distract you.

Repeated damage does not count as continuous damage.

 

Psychic power: If you are affected by a psychic power while attempting to cast a psychic power of your own, you must make a Concentration check or lose the psychic power you are casting. If the psychic power affecting you deals damage, the DC is 10 + points of damage + the level of the psychic power you’re casting.

If the psychic power interferes with you or distracts you in some other way, the DC is the psychic power’s saving throw DC + the level of the psychic power you’re casting. For a psychic power with no saving throw, it’s the DC that the psychic power’s saving throw would have if a save were allowed.

 

Grappling or Pinned: The only psychic powers you can cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a Concentration check (DC 20 + the level of the psychic power you’re casting) or lose the psychic power.

 

Vigorous Motion: If you are riding on a moving mount, taking a bouncy ride in a jeep, on a small boat in rough water, in a starcruise shaking under heavy fire or simply being jostled in a similar fashion, you must make a Concentration check (DC 10 + the level of the psychic power you’re casting) or lose the psychic power.

 

Violent Motion: If you are on a galloping horse, taking a very rough ride in a jeep, on a small boat in rapids or in a storm, on the bridge of a starcruiser that is breaking apart or being tossed roughly about in a similar fashion, you must make a Concentration check (DC 15 + the level of the psychic power you’re casting) or lose the psychic power.

 

Violent Weather: You must make a Concentration check if you try to cast a psychic power in violent weather. If you are in a high wind carrying blinding rain or sleet, the DC is 5 + the level of the psychic power you’re casting. If you are in wind-driven hail, dust, or debris, the DC is 10 + the level of the psychic power you’re casting. In either case, you lose the psychic power if you fail the Concentration check. If the weather is caused by a psychic power, use the rules in the Psychic power subsection above.

 

Casting Defensively: If you want to cast a psychic power without provoking any attacks of opportunity, you must make a Concentration check (DC 15 + the level of the psychic power you’re casting) to succeed. You lose the psychic power if you fail.

 

Entangled: If you want to cast a psychic power while entangled in a net or by a tanglefoot grenade or while you’re affected by a psychic power with similar effects, you must make a DC 15 Concentration check to cast the psychic power. You lose the psychic power if you fail.

 

COUNTERS

It is possible to cast any psychic power as a counter. By doing so, you are using the psychic power’s energy to disrupt the casting of the same psychic power by another character. Countering works even if one psychic power is mystic and the other arcane/innate (so long as they are of course the same psychic power).

 

How Counters Work: To use a counter, you must select an opponent as the target of the counter. You do this by choosing the ready action. In doing so, you elect to wait to complete your action until your opponent tries to cast a psychic power. (You may still move your speed, since ready is a standard action.)

If the target of your counter tries to cast a psychic power, make a Psychic powercraft check (DC 15 + the psychic power’s level). This check is a free action. If the check succeeds, you correctly identify the opponent’s psychic power and can attempt to counter it. If the check fails, you can’t do either of these things.

To complete the action, you must then cast the correct psychic power. As a general rule, a psychic power can only counter itself. If you are able to cast the same psychic power and you have it prepared (if you prepare psychic powers), you cast it, altering it slightly to create a counter effect. If the target is within range, both psychic powers automatically negate each other with no other results.

 

Countering Metamagic Powers: Metamagic feats are not taken into account when determining whether a psychic power can be countered.

 

Specific Exceptions: Some psychic powers specifically counter each other, especially when they have diametrically opposed effects.

 

Nullify as a Counter: You can use nullify to counter another psyker, and you don’t need to identify the psychic power he or she is casting. However, nullify doesn’t always work as a counter (see the psychic power description).

 

PSYCHIC LEVEL

A psychic power’s power often depends on the character’s psychic level, which for psykers is equal to all their psyker levels added together. For instance a character who is a Mystic Psyker Level 3 and an Arcane Psyker Level 3 the Psychic Level is 6. This has no effect on the number of psychic powers or psychic power slots available in each psyker list but does effect all the psychic power’s ‘level dependant’ features. Psychic power’s will indicate when psychic level is used.

 

Some characters can increase their effective Psychic Level through feats, class features or equipment. Such character use their effective psychic level to determine a psychic power’s effects. You can cast a psychic power at a lower psychic level than normal, but the psychic level you choose must be high enough for you to cast the psychic power in question, and all level-dependent features must be based on the same psychic level.

 

In the event that a class feature or other special ability provides an adjustment to your psychic level, that adjustment applies not only to effects based on psychic level (such as range, duration, and damage dealt) but also to your psychic level check to overcome your target’s power resistance and to the psychic level used in nullify checks (both the nullify check and the DC of the check).

 

PRE-EMPTIVE PSYCHIC POWER FAILURE

If you ever try to cast a psychic power in conditions where the characteristics of the psychic power cannot be made to conform, the casting fails and the psychic power is wasted.

Psychic powers also fail if your concentration is broken and might fail if you’re wearing armor while casting a psychic power with somatic components.

 

THE PSYCHIC POWER’S RESULT

Ok, so you’re playing a psyker, you are now ready to launch your first psychic power. You’ve picked the psychic power you want to cast (its either a prepared psychic power or in the case of an innate psyker any psychic power you know) and you’re ready to hit some orks with it. Is there anything else you need to do?

 

Sadly yes. This is one of the core differences between the Dungeons and Dragons world and the Warhammer 40,000 world. Psychic powers are very dangerous. Every time you cast a psychic power you put yourself at serious risk!

 

Every time a psychic power is cast you need to make a psychic check. The psychic check is a special check that determines whether the psychic power is cast or the casting fails and the psychic power is wasted. In addition, if the casting fails due to a psychic check failure there is a small chance that the character is affected by a Daemonic Attack.

 

THE PSYCHIC CHECK

Things dwell in the warp, dark things, just waiting for an unwary mind to open so they can be freed of the Immaterium and let loose in the physical realm. Psykers are the most vulnerable to these warp creatures.

 

The Psychic Check is a special check made every time a psychic power is used. It is a Psychic Sense check with a bonus equal to your Psychic Level. The DC is variable and depends on the level of the Psychic Power being cast.

 

It is important to note that a 1 is not an automatic failure for Psychic Checks which means that many characters do not have to roll often for low level powers.

 

Power Level

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

Psychic Check DC

5

10

15

20

25

30

35

40

45

50

 

 

Failing the psychic check is very dangerous. See the table below for details.

 

Table: Failing the Psychic Check

Amount Failed By

Effect

Less than 5

Psychic power failed

5 – 9

Backlash: The psyker is racked with pain and takes 1d20 points of damage that cannot be reduced by any kind of damage reduction

10+

Daemonic Attack: The psyker’s mind is attacked by a Daemon. The psyker needs to take a Will save DC 20 + the power level of the psychic power being cast. Failure means the Daemon has consumed part of the psyker’s soul. The psyker is permanently drained of 2 points of Constitution. Additionally he falls to the ground unconscious at -1 hit points, bleeding at a rate of 1 hit point per round. Should the psyker die here, he will arise suddenly, posessed by the daemon that attacked him. The GM gains control of the character who retains all his statistics and psychic powers (and the 2 constitution). The daemon will retreat until he can take physical form which is a two hour long ritual. The exact nature of the daemon is up to the GM but it could be anything from a screamer of tzeentch to a great unclean one hidden there.

 

SPECIAL PSYCHIC POWER EFFECTS

Many special psychic power effects are handled according to the school of the psychic powers in question Certain other special psychic power features are found across psychic power schools.

 

Attacks: Some psychic power descriptions refer to attacking. All offensive combat actions, even those that don’t damage opponents are considered attacks. Attempts to turn or rebuke undead count as attacks. All psychic powers that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Psychic powers that summon monsters or other allies are not attacks because the psychic powers themselves don’t harm anyone.

 

Bonus Types: Usually, a bonus has a type that indicates how the psychic power grants the bonus. The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus works (see Combining Psychic Effects, below). The same principle applies to penalties—a character taking two or more penalties of the same type applies only the worst one.

 

COMBINING PSYCHIC EFFECTS

Psychic powers or psychic effects usually work as described, no matter how many other psychic powers or psychic effects happen to be operating in the same area or on the same recipient. Except in special cases, a psychic power does not affect the way another psychic power operates. Whenever a psychic power has a specific effect on other psychic powers, the psychic power description explains that effect. Several other general rules apply when psychic powers or psychic effects operate in the same place:

 

Stacking Effects: Psychic powers that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don’t stack even if they come from different psychic powers (or from effects other than psychic powers; see Bonus Types, above).

Different Bonus Names: The bonuses or penalties from two different psychic powers stack if the modifiers are of different types. A bonus that isn’t named stacks with any bonus.

 

Same Effect More than Once in Different Strengths: In cases when two or more identical psychic powers are operating in the same area or on the same target, but at different strengths, only the best one applies.

 

Same Effect with Differing Results: The same psychic power can sometimes produce varying effects if applied to the same recipient more than once. Usually the last psychic power in the series trumps the others. None of the previous psychic powers are actually removed or dipsychic powered, but their effects become irrelevant while the final psychic power in the series lasts.

 

One Effect Makes Another Irrelevant: Sometimes, one psychic power can render a later psychic power irrelevant. Both psychic powers are still active, but one has rendered the other useless in some fashion.

 

Multiple Mental Control Effects: Sometimes psychic effects that establish mental control render each other irrelevant, such as a psychic power that removes the subjects ability to act. Mental controls that don’t remove the recipient’s ability to act usually do not interfere with each other. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys.

 

Psychic powers with Opposite Effects: Psychic powers with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some psychic powers negate or counter each other. This is a special effect that is noted in a psychic power’s description.

 

Instantaneous Effects: Two or more psychic powers with instantaneous durations work cumulatively when they affect the same target.

 

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